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发表于 2004-10-15 21:27 |只看该作者 |倒序浏览
|招呼Ta 关注Ta
<>这是NENE的OPENGL的框架CB原代码,是黑屏的效果,最简单的。OPENGL我才开始学,很多不懂的,希望和大家交流,共同进步,我会把我的资料和大家共享的!</P>
& I- y3 C& z5 g<>首先在CB下建立一个CONSOLE的程序,然后把CONSOLE APPLICATION的勾去掉即可。然后再把以下的原代码粘贴上去就可以运行了!!</P>1 j7 c2 V! w$ D6 H* @7 Z
<>//---------------------------------------------------------------------------</P>. h8 a+ E! h$ M& t0 a
<>#include &lt;vcl.h&gt;
5 A! M' q. E& p2 y#include &lt;windows.h&gt;    // Header file for windows7 `. H2 i( M/ V1 g' y9 E
#include &lt;gl\gl.h&gt;      // Header file for the OpenGL32 library
. O& B2 X# H- T* d1 Z#include &lt;gl\glu.h&gt;     // Header file for the GLu32 library
4 e  F! L/ R/ C; ~% G7 x, o#include &lt;gl\glaux.h&gt;   // Header file for the GLaux library
% A' X5 G) n4 d; F. L; e" T#pragma hdrstop</P>2 T# T  k& a& U
<>//---------------------------------------------------------------------------5 `0 J7 R% C1 n7 ~9 V7 N
#pragma argsused</P>
: }3 S/ U8 F# q, ~<>HGLRC hRC = NULL;               // Permanent rendering context
3 Y% J: t5 M* x& @1 W- yHDC hDC = NULL;                 // Private GDI device context
% \& S8 s( Q4 E4 z2 m: KHWND hWnd = NULL;               // Holds our window handle* S) n) a  a" m
HINSTANCE hInstance = NULL;     // Holds the instance of the application</P>/ @# R4 ^" t) \7 N; [7 t
<>bool keys[256];                 // Array used for the keyboard routine
6 Q' n, R% U% T5 t! Ibool active = true;             // Window active flag set to true by default
: g! |3 U! E8 R) b/ q& E2 v+ dbool fullscreen = true;         // Fullscreen flag set to fullscreen mode by default</P>
( v* S5 M; M* e9 R8 M, X<>LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);   // Declaration for WndProc</P>
0 t/ r: A; u0 D: k# d<>GLvoid ReSizeGLScene(GLsizei width, GLsizei height)     // Resize and initialize the GL window( X9 K  B# N" a
{" S" n" X: a( p- j0 B. F4 n
        if (height == 0)                        // Prevent a divide by zero by% h. O+ ]; h9 S" Y! x3 i* `$ s
        {
$ ~4 Q7 l2 q- M' w                height = 1;                     // Making height equal One2 @* b3 F4 w" n- t0 o4 w
        }</P>
$ L' S: S3 o4 u) N9 t<>        glViewport(0, 0, width, height);        // Reset the current viewport</P>
- l; V# t. P( m5 D9 q3 Z& q% ?<>        glMatrixMode(GL_PROJECTION);            // Select the projection matrix
1 I1 a3 `) D3 X) {0 G glLoadIdentity();                       // Reset the projection matrix</P># Q. g; `1 _& z  i
<> // Calculate the aspect ratio of the window5 V5 J+ j* f, M% u  I; Z
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);</P>- ]; a. B1 e1 Q6 C( v( f2 q# g' i4 k9 h0 |
<> glMatrixMode(GL_MODELVIEW);             // Select the modelview matrix9 P! x# N. j$ A8 a3 z7 ]
glLoadIdentity();                       // Reset the modelview matrix
9 f4 J. A$ {- m1 O}</P>
: K4 O0 G% ^/ v0 L: Q" S; _<>int InitGL(GLvoid)      // All setup for OpenGL goes here
" _; E5 I9 @# x4 I{+ A8 ~5 P% V/ [: @: H8 \. t( S
glShadeModel(GL_SMOOTH);                // Enable smooth shading3 c; Z. {% N/ i0 f
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);   // Black background& L7 l- k2 M, S5 q  F* a+ D) w
glClearDepth(1.0f);                     // Depth buffer setup( z: @; X1 L9 ~, u6 m6 {
glEnable(GL_DEPTH_TEST);                // Enables depth testing/ o" O( s! S( Z: u7 I
glDepthFunc(GL_LEQUAL);                 // The type of depth testing to do
' B" X7 ?6 Q& |, {' @& D glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);      // Really nice perspective calculations
8 |! d" k+ L7 B  A% v/ _% y' ` return true;                            // Initialization went OK2 ~! O$ r- B- e$ _2 |$ y
}</P>: e# H! S4 e5 n
<>int DrawGLScene(GLvoid)         // Here's where we do all the drawing1 c8 T* F: l) I, `& |
{
) v3 d. y) X$ L1 p( P6 M0 p/ @ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear screen and depth buffer# w: O5 {" z; Z( e
glLoadIdentity();       // Reset the current modelview matrix  p. B7 r- R# E# E$ ?
        
- N' J; t( H5 F) P. d4 W0 P% ? return true;            // Everything went OK3 B* d7 l! K; }" y) }
}</P>. g6 |. f+ ^' ^/ R7 _  _
<>GLvoid KillGLWindow(GLvoid)     // Properly kill the window+ A1 }( v% q$ X, T& F+ a
{- _" E3 V$ o6 p* K6 P
if (fullscreen)         // Are we in fullscreen mode?
' G; c$ W$ s0 m* Y1 g {, n5 |6 J% i# G3 N
  ChangeDisplaySettings(NULL,0);  // If so switch back to the desktop+ S- F+ W7 }7 w* \% R  x) k  W
  ShowCursor(true);               // Show mouse pointer
$ z0 ^; S0 T" B( i0 D/ n }</P>: K. }1 ?' r1 ]6 {
<> if (hRC)        // Do we have a rendering context?
1 V$ C% l. W0 i) @. A7 M3 W {7 ]$ I. F0 u& P. j2 O
  if (!wglMakeCurrent(NULL,NULL))         // Are we able to release the DC and RC contexts?9 U! i# h6 j# g, Y
  {
( s1 B$ S9 ?/ F# `' X& i   MessageBox(NULL,"Release of DC and RC failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
2 K# c$ {0 F! `" i2 V  }</P>/ O. v' E& ]* R. }" z* d
<>  if (!wglDeleteContext(hRC))             // Are we able to delete the RC?( \) Q& z# ~: b7 P" M
  {
- M& R- ~7 L* E   MessageBox(NULL,"Release rendering context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
. a; T% R% P0 U' ~& d* P  }
! S; B- h: O% u# L5 T  hRC = NULL;             // Set RC to NULL
% [; v3 k% O0 m2 M1 d }</P>0 p* P8 @: k3 z# t8 \
<> if (hDC &amp;&amp; !ReleaseDC(hWnd,hDC))        // Are we able to release the DC
' y. j# L$ I$ e4 y3 s" ` {
1 h, w  e7 ~, V3 }  MessageBox(NULL,"Release device context failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
% }9 x0 p  k9 v- g  hDC = NULL;             // Set DC to NULL
+ A, }7 U; q: |+ O }</P>- V; N" @  z4 M+ d
<> if (hWnd &amp;&amp; !DestroyWindow(hWnd))       // Are we able to destroy the window?2 w; J$ |4 f4 o/ r+ u! d& e
{
' R# e- l4 b7 a# c6 y* k* i5 d  MessageBox(NULL,"Could not release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
; L1 {: g( |  S% p: A' ^' U  hWnd = NULL;            // Set hWnd to NULL4 n, Q, R3 P' R% R7 C' Z$ m
}</P>) [7 h- ^( X: p" h  X+ ^# @* a
<> if (!UnregisterClass("OpenGL",hInstance))       // Are we able to unregister class, N( k+ C; I$ L4 H3 x8 d
{
1 u/ w) R# ^) ]& N+ F  MessageBox(NULL,"Could not unregister class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION);
9 `3 m  i5 k" {( {3 _; P6 w  hInstance = NULL;       // Set hInstance to NULL
1 n2 f# Z1 X" X4 r& L/ u }" \' _- R3 r% W0 w3 w; v
}</P>7 N* q- {) q2 ?! u# F
<>/* This Code Creates Our OpenGL Window.  Parameters Are:2 }: C4 G& v5 B
* title   - Title To Appear At The Top Of The Window
5 ]/ k; A* Q4 h; v0 h' r- _ * width   - Width Of The GL Window Or Fullscreen Mode* u) _8 R) l" Q7 _
* height   - Height Of The GL Window Or Fullscreen Mode
; O3 P+ A  V& F6 p! U' f * bits   - Number Of Bits To Use For Color (8/16/24/32)6 q& x. {9 [: S' e# n! c% W
* fullscreenflag - Use Fullscreen Mode (true) Or Windowed Mode (false)*/
1 q$ W+ w# B. p* c3 {" ^ % ]6 g4 R* }9 j
bool CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag)
  ~7 [: S- K9 x, O2 N1 A{- x/ f4 i: o+ d1 q
GLuint  PixelFormat;  // Holds the results after searching for a match
, {6 B/ T1 C8 z5 f1 x) g WNDCLASS wc;          // Windows class structure
9 X* S, d9 o6 Q$ J DWORD  dwExStyle;              // Window extended style2 H0 ^, i3 }8 h9 I3 J
DWORD  dwStyle;                // Window style* S5 I* N- a3 Z0 I2 e6 b) \3 e
RECT  WindowRect;             // Grabs rctangle upper left / lower right values
& U/ R0 o9 F6 f& \ WindowRect.left = (long)0;              // Set left value to 03 {" t6 A8 u) M. c/ v. j
WindowRect.right = (long)width;  // Set right value to requested width0 a* m/ }# d  O3 _2 _4 G) q3 G- Y; I
WindowRect.top = (long)0;               // Set top value to 0$ p! k% j' U2 U! @
WindowRect.bottom = (long)height;       // Set bottom value to requested height</P>+ B: S+ O' s6 L+ c; i8 {
<> fullscreen = fullscreenflag;              // Set the global fullscreen flag</P>1 I+ n( N3 c% ~6 ~
<> hInstance               = GetModuleHandle(NULL);  // Grab an instance for our window
1 u/ v' |# K3 ^; _" W+ z7 p wc.style                = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;   // Redraw on size, and own DC for window
! x0 Q# \1 F3 D( G2 j. A+ T7 b wc.lpfnWndProc          = (WNDPROC) WndProc;   // WndProc handles messages. q' V0 s% r# \/ R+ J# m
wc.cbClsExtra           = 0;     // No extra window data& K, n4 G  X: D7 h
wc.cbWndExtra           = 0;     // No extra window data
& U) b0 Y1 o, ]1 t  G! u wc.hInstance            = hInstance;    // Set the Instance3 C( k; \# D* A6 ^
wc.hIcon                = LoadIcon(NULL, IDI_WINLOGO);  // Load the default icon5 l5 T  I* W4 \9 V$ i, w& A
wc.hCursor              = LoadCursor(NULL, IDC_ARROW);  // Load the arrow pointer4 O$ I2 }% Z; Z0 ~) g& _0 c3 z
wc.hbrBackground        = NULL;     // No background required for GL
7 d0 C. s/ k! t. c: [# A wc.lpszMenuName  = NULL;     // We don't want a menu6 V& g! a( {! D
wc.lpszClassName = "OpenGL";    // Set the class name</P>' X5 l8 z4 L" z; X0 h9 ]
<> if (!RegisterClass(&amp;wc))     // Attempt to register the window class  G1 C, l% [# N& r" J$ }; c
{
3 X  j$ J( k, H; b  MessageBox(NULL,"Failed to register the window class.","Error",MB_OK|MB_ICONEXCLAMATION);</P>
' d1 D# }6 N5 U2 q/ q5 n7 A<>  return false;   // Return false, u5 _( {: c8 \, B% R! q& {- q
}0 y# O4 S7 n+ \+ l! k
0 f# _7 ]% }, K8 u/ h
if (fullscreen)         // Attempt fullscreen mode?
: t. T  W7 H# E4 {; Q$ b5 Y( F {
4 \$ F9 A5 {5 i( I  G  DEVMODE dmScreenSettings;                                       // Device mode+ ~. D: l/ U) G9 d: ^2 e+ \( Q
  memset(&amp;dmScreenSettings,0,sizeof(dmScreenSettings));         // Makes sure memory's cleared
. p5 |1 V+ R6 l% l2 h$ |  dmScreenSettings.dmSize         = sizeof(dmScreenSettings);     // Size of the devmode structure
$ D5 x5 c5 _" a/ c0 w  dmScreenSettings.dmPelsWidth = width;                        // Selected screen width
& w$ z* ~+ d  u8 U$ h0 ^  dmScreenSettings.dmPelsHeight = height;                       // Selected screen height- k3 ~/ a/ e* U
  dmScreenSettings.dmBitsPerPel = bits;                         // Selected bits per pixel
! O$ t8 S4 f. Y) n  dmScreenSettings.dmFields       = DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;</P>9 y4 T  w3 D( i/ f# ]4 |3 F
<>  // Try to set selected mode and get results. NOTE: CDS_FULLSCREEN gets rid of start bar.
3 @% t  y3 F9 u9 k; Q# k  if (ChangeDisplaySettings(&amp;dmScreenSettings,CDS_FULLSCREEN) != DISP_CHANGE_SUCCESSFUL)
2 T; b$ g6 i! v4 H. n7 T4 h  {
; a) a; ]9 E* z   // If the mode fails, offer two options. Quit or use windowed mode.6 N3 |2 D$ f; J* z6 q5 k
   if (MessageBox(NULL,"The requested fullscreen mode is not supported by\nyour video card. Use windowed mode instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION) == IDYES), p0 w7 Y8 g4 Z$ Q. A1 C9 F
   {
0 w& R$ |5 }; |* M; N; X    fullscreen = false;       // Windowed mode selected. Fullscreen = false
% ^1 D$ W+ E  W3 C/ s/ C+ P   }9 x" L. o; r- q+ T, a
   else
* \# z4 O8 y. k5 M   {" F: `2 ?4 _5 d$ A
    // Pop up a message box letting user know the program is closing.
3 a8 V8 s/ ?! t+ I7 K/ t    MessageBox(NULL,"rogram will now close.","ERROR",MB_OK|MB_ICONSTOP);7 f$ K8 x! q6 z/ a
    return false;           // Return false
$ g9 ~9 T5 `) b, c8 N0 i   }: M  m8 \+ \; T) a  l; _  e
  }
' r  g5 G9 y1 x( T }</P>8 k4 C% t  N# I; }2 I
<> if (fullscreen)                         // Are We Still In Fullscreen Mode?
; I9 F1 P& ?& P0 Y9 J# E/ y {
( b* U+ k; r& n9 V& x. e, B, j- C: |  dwExStyle = WS_EX_APPWINDOW;    // Window extended style1 ]! Q7 |( t# i: n6 M
  dwStyle = WS_POPUP;  // Windows style8 E( F+ W# |* Y% L- y6 h
  ShowCursor(false);  // Hide mouse pointer6 q, S2 s) s% |4 i
}0 K4 W, x" |( O$ j# n# O" I
else
4 G: N+ ~9 r7 U! Z7 q* Y {0 N: |7 s; c" F3 M/ I/ r. K% m
  dwExStyle = WS_EX_APPWINDOW | WS_EX_WINDOWEDGE;           // Window extended style
: S# J# z0 L: d6 T  q5 |+ W1 v* x  dwStyle = WS_OVERLAPPEDWINDOW;                            // Windows style- E- z. @& ~# g) S7 s# v# F9 m
}</P>
/ V; z+ |& V, w. `<> AdjustWindowRectEx(&amp;WindowRect,dwStyle,false,dwExStyle);        // Adjust window to true requested size</P>* S! {7 M  X, J& [" @. b" B) T" R
<P> // Create the window
* S; T' c$ v+ B if (!(hWnd = CreateWindowEx(dwExStyle,          // Extended Style For The Window
% A0 N/ l' s" \                "OpenGL",    // Class name
) w* |: \* J  a  }+ ]0 A* a" q  title,     // Window title' A/ }! z1 [' e6 s, o
  dwStyle |    // Defined window style: L$ [* o' O7 Y. d4 D- c9 _
  WS_CLIPSIBLINGS |   // Required window style
& B7 W9 z. P0 z& z$ K  WS_CLIPCHILDREN,   // Required window style- v' r( i) }+ T7 g
  0, 0,     // Window position
% c/ A$ f! \* o: a9 ]% V  WindowRect.right-WindowRect.left, // Calculate window width
; j# u) k, h% E% J  WindowRect.bottom-WindowRect.top, // Calculate window height
8 s4 O7 q6 P7 ~  NULL,     // No parent window
( S0 `7 F) C/ E7 C6 s  NULL,     // No menu
) A& A! c' L5 {2 s" O  hInstance,    // Instance
# p1 k, n6 {) B7 K8 W3 ]  NULL)))     // Dont pass anything to WM_CREATE' X" V" Q4 h$ `
{, i: }7 C/ a/ T
  KillGLWindow();                         // Reset the display1 m7 |) G: Z3 T6 s7 X: q
  MessageBox(NULL,"Window creation error.","ERROR",MB_OK|MB_ICONEXCLAMATION);
& Z9 `7 O* S* ?) i$ M4 H  return false;                           // Return false, q% C/ B& b" v9 g+ W* E  s
}</P>
1 m" A! ~2 m) x1 v6 ?9 G/ \<P> static PIXELFORMATDESCRIPTOR pfd =             // pfd tells windows how we want things to be
. i( G+ Z' n" u0 W {$ {' G6 e, }  C  J! n+ I' x
  sizeof(PIXELFORMATDESCRIPTOR),          // Size of this pixel format descriptor# E( c' q  n; u9 a+ F6 N4 J% P
  1,     // Version number
( ?) {+ q$ |7 M% r  PFD_DRAW_TO_WINDOW |   // Format must support window/ f/ z$ M2 A& O; I' |' q
  PFD_SUPPORT_OPENGL |   // Format must support OpenGL
) C; ~0 r! K7 v" p; D- P  PFD_DOUBLEBUFFER,   // Must support double buffering
" [6 L/ _! K6 o* S7 K6 ?5 P$ p  PFD_TYPE_RGBA,    // Request an RGBA format5 U7 `, T# ?7 [
  bits,     // Select our color depth
, E# `/ X& w% l& s) L0 F  0, 0, 0, 0, 0, 0,   // Color bits ignored
: p0 ~6 I8 V% V- s/ q2 Q' ?. m  0,     // No alpha buffer+ c0 {" T# C% ?$ Q7 V' R
  0,     // Shift bit ignored2 ?' R8 y4 x: h. E. J' ?
  0,     // No accumulation buffer
/ y8 C9 m5 ~2 ]$ N3 c* z  0, 0, 0, 0,    // Accumulation bits ignored! f. K% v/ s) @( m4 L; S& b
  16,     // 16Bit Z-Buffer (Depth buffer)/ U' R& q4 m7 \/ O4 J) c
  0,     // No stencil buffer
/ W0 g* I7 Y' o1 a! S3 z  0,     // No auxiliary buffer1 t2 k& H; o- `7 [' m
  PFD_MAIN_PLANE,    // Main drawing layer
; [: L- I: `+ t, D' J! H  0,     // Reserved( t$ m- l* l2 T3 O  D) k# h2 G
  0, 0, 0     // Layer masks ignored
  s( L* R' ]$ O4 \& Q };( K$ \3 z! a% w) P% G/ {

2 x' i7 c' q0 r$ p; ]7 U if (!(hDC = GetDC(hWnd)))         // Did we get a device context?3 ]  O4 k2 Z, E8 K
{5 t/ X( h7 y$ l5 n/ w6 N4 V& Z8 l
  KillGLWindow();         // Reset the display- ~! _' g3 i2 c. K7 s5 I' J/ B
  MessageBox(NULL,"Can't create a GL device context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# s8 u5 C5 j/ w  return false;           // Return false. H7 Q" }# }& k2 l" s
}</P>! ?( U+ b1 v4 g3 |9 x; R! N
<P> if (!(PixelFormat = ChoosePixelFormat(hDC,&amp;pfd))) // Did windows find a matching pixel format?
( j' M/ R% Z! N8 d* V {
- `0 c- m% V) S; [, r, _3 [( [- l+ _  KillGLWindow();         // Reset the display
; O# R# q; c: y! @/ E; v+ \2 T1 F2 _  MessageBox(NULL,"Can't find a suitable pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);$ k; i- `/ e* j
  return false;           // Return false: j3 n( S* r/ m+ D" i$ P# h
}</P>8 U  I5 Z) `! `- m9 N/ c$ U" U( w
<P> if(!SetPixelFormat(hDC,PixelFormat,&amp;pfd))       // Are we able to set the pixel format?' [3 c- Y2 z4 O- e5 e) h. K2 s, x
{
) {6 k! t- X6 r" T) o  KillGLWindow();         // Reset the display
8 n' H+ w; {$ a- U  MessageBox(NULL,"Can't set the pixelformat.","ERROR",MB_OK|MB_ICONEXCLAMATION);/ g' D  i! N  {5 ?
  return false;           // Return false
# u& J! |; y% Z/ G3 j/ r% t }</P>
* M/ T/ m& G- ]4 p" W3 q" w3 s5 U<P> if (!(hRC = wglCreateContext(hDC)))               // Are we able to get a rendering context?5 K- i; {9 n; m, i" M% V5 d8 [
{
1 q" {! b( U' i+ h  R  KillGLWindow();         // Reset the display1 C. x) P6 q/ [4 y7 P# ^
  MessageBox(NULL,"Can't create a GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
( _& C8 h/ y' _$ i  return false;           // Return false, I% E+ l4 D- v- [
}</P>: I; s  [/ {$ O% ~# p8 K: S, M8 F
<P> if(!wglMakeCurrent(hDC,hRC))    // Try to activate the rendering context( n3 V  Y& o3 h/ M7 F) {
{
4 Q+ Z1 X+ Q6 k8 Y5 c1 D* G  KillGLWindow();         // Reset the display  U8 V! ?! A$ Q# U
  MessageBox(NULL,"Can't activate the GL rendering context.","ERROR",MB_OK|MB_ICONEXCLAMATION);
# `* A$ D6 M( Q9 _7 z3 r& x  return false;           // Return false
" z7 }1 _7 H4 s2 N. X }</P>
" T+ Y) f$ D& y! V<P> ShowWindow(hWnd,SW_SHOW);       // Show the window
" H, C5 i5 s! N SetForegroundWindow(hWnd);      // Slightly higher priority
; Z, B& G$ Z6 R% b* g( Y. L SetFocus(hWnd);                 // Sets keyboard focus to the window
' I* [* A% s5 x# [  O3 P ReSizeGLScene(width, height);   // Set up our perspective GL screen</P>
3 l! ^: O) ^6 e  g<P> if (!InitGL())                  // Initialize our newly created GL window. _9 x% ]* E& [  S6 X8 S0 b- m
{
, j6 M9 _: v  i  KillGLWindow();         // Reset the display! [: \9 ~& p! a3 N; p0 g8 {$ u
  MessageBox(NULL,"Initialization failed.","ERROR",MB_OK|MB_ICONEXCLAMATION);
1 d2 o& f* K  M* Y! J7 R& A9 Q  return false;           // Return false
$ Q, w) y6 \* z6 G4 S+ E }</P>
; v2 A) l7 U. [# J<P> return true;                    // Success4 \, D4 B# S: E5 R" O
}</P>
9 X, e& S1 W5 c$ R<P>LRESULT CALLBACK WndProc(HWND hWnd,     // Handle for this window0 J$ R6 J% i6 }% D  F$ f
                        UINT uMsg,      // Message for this window( O0 q9 b# x. t
   WPARAM wParam,  // Additional message information( L4 y' W" F$ X$ Z: L2 z
   LPARAM lParam)  // Additional message information/ U( l! Q" ]# D# f' q; n9 m
{# G2 o+ F. G/ X& [$ a0 @: K4 b
switch (uMsg)                           // Check for windows messages
1 P0 i$ Z. U& Y5 i: c9 v2 J {
  h2 C+ v- V- `+ i* r: f  case WM_ACTIVATE:               // Watch for window activate message
7 e& p6 ~" d8 k" ^2 P  {! F, k5 i8 m1 [1 a# P2 ~8 m9 N" |0 C; `
   if (!HIWORD(wParam))    // Check minimization state
6 J9 J9 v% Y6 A- Q3 _% O3 t9 P   {
# i1 v. A  \4 ^    active = true;  // Program is active- f0 ^* o7 D& P0 f& Y. c
   }
: V" r$ W% R2 x1 N! K* n   else
* m5 d& n( u# k* n   {* b7 y% a6 @; s- _& l. ~
    active = false; // Program is no longer active0 a/ v: {3 g7 S. A( ~4 V) }
   }</P>1 _7 f4 }* B; c" |- M! c# W
<P>   return 0;               // Return to the message loop$ `. Q, }9 i( N
  }</P>8 n' O8 r1 X  l% T
<P>  case WM_SYSCOMMAND:             // Intercept system commands2 n( ]3 T; n. k* s5 V' `+ C
  {
0 R4 R, Q, N  x- v   switch (wParam)         // Check system calls& K( S  Z" S3 E0 d) n; i
   {
/ \/ b6 x5 |2 f6 A* x! |    case SC_SCREENSAVE:     // Screensaver trying to start?  R) o0 t" x, i" x1 N7 q0 v0 ~
    case SC_MONITORPOWER: // Monitor trying to enter powersave?
1 n! f, _: ^2 v8 J    return 0;       // Prevent from happening& r# v' `7 h" F
   }& k5 A! D1 @4 ~4 s/ N
   break;                  // Exit
8 M8 ~9 F/ J( `/ X$ K4 t, A  }</P>
. I  G4 q  |. a/ M3 u* z4 |<P>  case WM_CLOSE:                  // Did we receive a close message?
; j6 p- _# W/ l  {- e1 C* o- \* }# \) {6 \
   PostQuitMessage(0);     // Send a quit message
1 M  \* m, B4 M7 s# F. O% Z$ M   return 0;               // Jump back
5 G+ ~, X7 H+ n5 v  }</P>
2 X/ R2 {) m+ \. l- [3 f<P>  case WM_KEYDOWN:                // Is a key being held down?# M7 E' e* `/ H+ O2 F! S
  {$ l* Z& z! k3 J4 a2 [: i0 Z
   keys[wParam] = true;    // If so, mark it as true
, t8 W6 \% }2 T2 D! [- U8 C9 h9 `" v+ f   return 0;               // Jump back) ~( r) x+ T7 C8 T" J# b2 z
  }</P>* F( }" i" A  O1 W* U
<P>  case WM_KEYUP:                  // Has a key been released?1 B5 F+ k. r6 D7 ~
  {
1 Y9 P+ S% Z" Z" Y0 h8 T, V   keys[wParam] = false;   // If so, mark it as false! j& p4 j6 [: P) u# T
   return 0;               // Jump back/ y& I" R' _) y2 W
  }</P>
1 C4 @, Y4 J- ^<P>  case WM_SIZE:                   // Resize the OpenGL window7 v9 z# U. z5 O+ j! R0 _
  {
! ~9 Y! z. Z# w   ReSizeGLScene(LOWORD(lParam),HIWORD(lParam));  // LoWord = Width, HiWord = Height
- X1 E- `- {: k0 B- S8 O9 @5 u   return 0;               // Jump back2 `& g3 \) J& _9 R* g
  }
- l" X% a/ d! ]1 J7 A& U( s }</P>; p  j8 _% U& c7 p9 q! L+ d
<P> // Pass all unhandled messages to DefWindowProc
, R) L5 f! d2 @% c- @0 T( H( l! v return DefWindowProc(hWnd,uMsg,wParam,lParam);
' ]$ B0 s$ `4 @# m" S0 ^}</P>, ]1 ^  }' Z0 U2 W1 \: a
<P>WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
9 K: u/ i) L& N% ]) |{
% ^% ?1 ]; t% ^$ `+ s7 x1 X        MSG msg;                // Windows message structure
. c: S" A+ \0 U) r3 b3 M bool done = false;      // bool variable to exit loop</P>" g) A; k1 D$ t+ ~) `6 o5 W
<P> // Ask the user which screen mode they prefer
5 q4 Q9 k' h2 t6 ~: G1 V7 l% N( Y if (MessageBox(NULL,"Would you like to run in fullscreen mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION) == IDNO)- E4 H) [; a* i' ~6 M- t+ V
{% `  E1 h6 [( X# R; i
  fullscreen = false;       // Windowed mode
4 F+ K1 v" P. m0 D2 s }</P>% K- ^- U; G7 F# S  r: `0 v" K- G) q
<P> // Create our OpenGL window0 N/ {9 @0 O& y0 P
if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))
+ y, S. a9 A9 e4 F$ _ {9 g1 r: T4 E. C
  return 0;               // Quit if window was not created
; f$ M% U) ]+ H' g7 I7 V }</P>
9 Y1 W9 G0 X0 M- |5 n<P> while(!done)                    // Loop that runs while done = false/ r4 B2 H- ~) e1 [  ^4 O
{: p, n+ ]5 {; A8 P3 }4 I
  if (PeekMessage(&amp;msg,NULL,0,0,PM_REMOVE)) // Is there a message waiting?
. ^1 W3 t8 d* K  {
4 q3 H; h+ }* b" K# b' a5 F3 }   if (msg.message == WM_QUIT)             // Have we received a quit message?+ c8 C1 R9 v5 B- L: ~! K
   {# R! h2 O* L0 `6 X' h( P- y
    done = true;                    // If so done = true
$ u/ w& U! j) r9 B5 o   }
/ e/ A/ G/ d- h+ ~% L" m   else                                    // If not, deal with window messages& \9 w# t/ N/ ^  N
   {$ i1 }+ m# `* q+ e+ P" b
    TranslateMessage(&amp;msg);         // Translate the message
4 i4 [0 i- H/ T8 y    DispatchMessage(&amp;msg);          // Dispatch the message
& `- F7 }' c, E' A# _- |4 n   }
/ S; _# k9 o. K: d% _  }  H$ Z1 R( o1 f: L3 ?
  else            // If there are no messages
( }/ f0 I; _2 _4 E' V* N& b  {) K; s- G8 L3 R+ y: t' C% {
   // Draw the scene.  Watch for ESC key and quit messages from DrawGLScene()
6 M' v  ?- j: c# V4 l8 x7 B   if (active)                             // Program active?( ]% m; U- j4 @5 Z/ @4 X5 r
   {
" t+ U- d# B. D0 s    if (keys[VK_ESCAPE])            // Was ESC pressed?
4 H6 p3 D4 X; ~. G: n    {. d7 L: M6 R9 t# I6 j
     done = true;            // ESC signalled a quit/ {/ V) p* f  @% L- |, l; W6 l
    }, y2 [- e, y9 x) q2 o3 U
    else                            // Not time to quit, Update screen, l8 C0 G( J9 j: H* i
    {
6 |" B" v7 n4 p$ G- f! j! {     DrawGLScene();          // Draw the scene
& |' ~8 ]! m! R. X     SwapBuffers(hDC);       // Swap buffers (Double buffering)
" Y: Z- y. s8 x& Y+ ?    }# ?( W- ~& D; ^" ~% z9 w6 \  _
   }</P>  Y) J) J: M) S0 D! Y
<P>   if (keys[VK_F1])                        // Is F1 being pressed?
& ~9 b8 x, R  r. H4 V   {/ _7 z9 U2 a4 q! r: r9 K
    keys[VK_F1] = false;            // If so make key false
) ~% }% f! s# r3 B. X; r    KillGLWindow();                 // Kill our current window
/ B8 g" O) S' x  _- p" k    fullscreen =! fullscreen;       // Toggle fullscreen / windowed mode9 }0 R/ E9 p7 X: W1 v
    // Recreate our OpenGL window
7 H2 i5 |7 T" a    if (!CreateGLWindow("NeHe's OpenGL Framework",640,480,16,fullscreen))- Z1 f9 z2 _3 ~* p( T8 ~' R! u
    {" p  {, i' c+ ~$ g; U
     return 0;               // Quit if window was not created
: u& l  t; v& A3 v- e    }3 [# n0 ?. U, ]8 W& k
   }& F$ W$ y4 G9 Q+ l7 B; d5 G+ A9 I* [
  }9 L- x5 C+ v; w: C% L; G, @5 ]( N
}</P>) z9 k( n) K! I% O
<P> // Shutdown
$ {" O- d/ }' }: S KillGLWindow();         // Kill the window8 d* Q1 B  j, O" s' w
return (msg.wParam);    // Exit the program
# Y' ?& ^3 \" Z}7 F$ o6 w9 B  X5 J  L) z, I" d# M" |
//---------------------------------------------------------------------------</P>
zan
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    ilikenba 实名认证       

    1万

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    2万

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  • TA的每日心情
    奋斗
    2024-6-23 05:14
  • 签到天数: 1043 天

    [LV.10]以坛为家III

    社区QQ达人 新人进步奖 优秀斑竹奖 发帖功臣

    群组万里江山

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    <>我也支持一篇</P><>转贴:Win 95/NT下OpenGL编程原理 ----</P><>科学计算可视化,计算机动画和虚拟现实是现在计算机图形学的三个热点。而这三个热点的核心都是三维真实感图形的绘制。由于OpenGL(OpenGraphicsLibrary)具有跨平台性、简便、高效、功能完善,目前已经成为了三维图形制作方法中事实上的工业标准。自从WindowsNT3.51在微机平台上支持OpenGL以后,现在微软公司在Windows95OSR2、WindowsNT4.0中连续性的提供OpenGL开发环境。VisualC++从4.2版本以后已经完全支持! T0 I# o" T2 i& Y) H2 H" w8 Z2 v: O
    OpenGL API,使三维世界的"平民化"已成为必然。
    9 @- N+ Q5 A4 i8 D" ?6 R----Windows操作系统对OpenGL的支持! J' Y" J! {3 n( g/ v9 s
    ----具有Windows编程经验的人都知道,在Windows下用GDI作图必须通过设备上下文(DeviceContext简写DC)调用相应的函数;用OpenGL作图也是类似,OpenGL函数是通过"渲染上下文"(RenderingContext简写RC)完成三维图形的绘制。Windows下的窗口和设备上下文支持"位图格式"(PIXELFORMAT)属性,和RC有着位图结构上的一致。只要在创建RC时与一个DC建立联系(RC也只能通过已经建立了位图格式的DC来创建),OpenGL的函数就可以通过RC对应的DC画到相应的显示设备上。这里还有以下需要注意的方面:
    $ F1 E, J; V8 B----1.一个线程只能拥有一个渲染上下文(RC),也就是说,用户如果在一个线程内对不同设备作图,只能通过更换与RC对应的DC来完成,而RC在4 y0 L9 w$ o9 o* u  _- I+ P+ d
    线程中保持不变。(当然,删除旧的RC后再创建新的是可以的)与此对应,一个RC也只能属于一个线程,不能被不同线程同时共享。
    9 h: G/ V1 u2 B----2.设定DC位图格式等于设定了相应的窗口的位图格式,并且DC和窗口的位图格式一旦确定就不能再改变。这一点只能期望以后的Windows版本改进了。" {$ z! {1 x4 \+ h8 ]
    ----3.一个RC虽然可以更换DC,在任何时刻只能利用一个DC(这个DC称为RC的当前DC),但由于一个窗口可以让多个DC作图从而可以让多个线程利用多个RC在该窗口上执行OpenGL操作。
    1 ^/ {, J' [& C5 U----4.现在的Windows下的OpenGL版本对OpenGL和GDI在同一个DC上作图有一定的限制。当使用双缓存用OpenGL产生动画时,不能使用GDI函数向该DC作图。
    3 {8 x) p1 Y! r0 @) X----5.不建议用ANSIC在Windows下编写OpenGL程序。这样的程序虽然具有跨平台的可移植性(比如很多SGI的例子程序),但是它们不能利用Windows操作系统的很多特性,实用价值不大。1 X4 _8 A. [* e$ {
    </P><>----用VC来编写OpenGL程序1 i# U! D! z+ `/ F2 m

    5 V  V8 y  E; {$ H' F* Q----经过上面的分析,用VC来调用OpenGL作图的方法就很显然了。步骤如下:
    ' f, D3 w/ M$ |/ @( [; v3 [( {( L( P
    ----1.先设置显示设备DC的位图格式(PIXELFORMAT)属性。这通过填充一个PIXELFORMATDESCRIPTOR的结构来完成(关于PIXELFORMATDESCRIPTOR中5 s. a' H+ @7 h. s5 J3 Z
    ( v- J! ~8 l, g+ }: [8 ^
    各项数据的意义,请参照VC的帮助信息),该结构决定了OpenGL作图的物理设备的属性,比如该结构中的数据项dwFlags中PFD_DOUBLEBUFFER位如果
    * d( ?" N8 f: Y$ U0 P0 E- y  z: V! Y8 I- D# h. L
    没有设置(置1),通过该设备的DC上作图的OpenGL命令就不可能使用双缓冲来做动画。有一些位图格式(PIXELFORMAT)是DC支持的,而有一些DC
    : v9 t6 M8 x8 p; c% j
    - i1 q+ N( y# u: _  |就不支持了。所以程序必须先用ChoosePixelFormat来选择DC所支持的与指定位图格式最接近的位图格式,然后用SetPixelFormat设置DC的位图格式3 }- _4 n# e: _

    2 i- b: `6 S2 o+ @* \
    9 x6 j; a4 o& j) C! r- \: ~: N0 X* Z0 _3 u2 R4 j4 I
    ----2.利用刚才的设备DC建立渲染上下文RC(wglCreateContext),使得RC与DC建立联系(wglMakeCurrent)。
    # g# l+ F2 n; `
    3 h6 Z/ t4 E( `( b5 P( [----3.调用OpenGL函数作图。由于线程与RC一一对应,OpenGL函数的参数中都不指明本线程RC的句柄(handle)
    + Z! h8 Q; |$ n4 f4 ^/ _  h% x
    ----4.作图完毕以后,先通过置当前线程的RC为NULL(::wglMakeCurrent(NULL,NULL);),断开当前线程和该渲染上下文的联系,由此断开与DC的% I3 M; q" M- {* o5 \4 h* f) @

    5 }' l$ g- N( g! f3 ^# B9 f. F联系。此时RC句柄的有效性在微软自己的文档中也没有讲清楚,所以在后面删除RC的时候要先判断以下RC句柄的有效性(
    - x. R$ o" A. w) p' I( r0 [+ @) R8 R, N
    if(m_hrc)::wglDeleteContext(m_hrc);)。再根据情况释放(ReleaseDC)或者删除(DeleteDC)DC
    4 d4 o. c+ h$ `7 f( [0 }' x% s, `" l/ ~8 W
    ----所附程序说明
    5 \. L" D" p" w* C6 R, ]% w
    0 e& P. `1 B( ~' k) m----所附的程序用MFC完成了一个简单的OpenGL作图,用OpenGL的辅助库画了一个有光照的实心圆球。OpenGL本身的函数这里就不解释了,仅对用
    / O+ a( L) m/ L0 n  S- |3 Z* ?0 P( [5 k
    MFC编OpenGL时需要注意的内容做一个简要的说明:4 ~/ O, n  [% h: S; P$ r5 S3 i

    . _: T+ N/ [$ H2 W( ~% r----1.一旦设定了一个DC的位图格式,该DC所联系的窗口的位图格式随之设定。该窗口若含有子窗口或者有兄弟窗口,这些兄弟/子窗口的位图格式1 l) v4 Y4 t( K: X

    / J, }' d7 y0 B/ m4 E没有设成与对应RC一致的格式,OpenGL在它们上面作图就容易出错。故而OpenGL作图的窗口必须具有WS_CLIPCHILDREN和WS_CLIPSIBLINGS风格,程, e+ s! z" J6 O& \+ o

    3 S- q" z7 Y( X序中在主框窗的构造函数中用LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW|WS_CLIPCHILDREN|WS_CLIPSIBLINGS,NULL,NULL);指定了主窗口的风
    . n0 Y6 n5 s9 n* @
    ; q/ e3 P% U: c: L" @格。7 X$ C& F9 w9 E* J6 n# [7 Q
    / e% E$ r2 K7 c+ `" l$ [- q0 V) h
    ----2.在ANSIC的OpenGL编程中,由auxReshapeFunc定义设置OpenGL视口大小和作图尺寸的回调函数。在MFC中应该由WM_SIZ消息的处理函数来完成% X+ j8 k5 q0 d. \; A

    ) x1 K/ J4 ^& K% S2 R1 t( ~。在ANSIC的OpenGL编程中,由EauxMainLoop定义作图的回调函数。在MFC中应该由WM_PAINT消息的处理函数来处理。相应的,由OpenGL定义的键盘: t# e9 g8 }" D6 ^/ c: j" W

    ! z* x) B2 \5 P9 \7 Y、鼠标处理函数都应该由相应的Windows处理函数来响应。
    * f5 f. `2 e$ t  j; q. J7 @" x- h1 U/ z2 e+ y
    ----3.OpenGL自己有刷新背景的函数glClear,故而应禁止Windows刷新窗口背景。否则,当窗口需要重画时,Windows会自动先发送WM_ERASEBKGND
    1 y7 t$ y3 g0 x4 N* V$ }; r
    2 C# M; T" ?9 Z) E  j,而缺省的处理函数使用白色的背景刷。当OpenGL使用的背景颜色不是白色时,作图时有一帧白色的闪烁。这种现象在做动画时特别明显。程序中' t7 @, c9 f3 v1 I

    8 _2 ^0 {$ r; e7 Z; O9 n1 l只需要在WM_ERASEBKGND的消息处理函数中禁止父窗口类的消息处理,简单的返回一个TRUE即可。% i9 G5 X2 s  e- U% q8 @- e: z+ b0 Z
    ! d4 {- Q1 W5 B, Y8 Q9 P
    ----4.由于OpenGL的跨平台性,它必须用操作系统的调色板。所以如果GL_INDEX_MODE作图时,必须用VC自己定义调色板。不过一般情况下,用
    ( D+ {0 e7 @+ o2 D$ y7 P% i- b% K9 ?) m' a$ g6 x
    GL_RGBA_MODE模式比较方便,很少用到GL_INDEX_MODE模式。
    9 U* E1 W% y3 g+ {, b* _8 K, @/ Y
    # G5 A% @2 z5 B2 B. s8 Q----5.在OpenGL作图期间,RC对应的DC不能删除或者释放。
      h5 I7 `. T( O, i6 w0 _( l0 e: }# U
    ----6.由于OpenGL作图时需要长时间占用DC,所以最好把作图窗口类设成CS_OWNDC。MFC缺省的窗口类风格中没有设这一属性,程序中在主窗口C++$ i% b) A- X4 p$ k

    5 a& h3 q1 i- _; s+ C) T+ j类的PreCreateWindow方法中自己注册了一个窗口类,除了设定了CS_OWNDC属性以外,还设定了CS_HREDRAW、CS_VREDRAW和CS_SAVEBITS。设定! P; q; K% b* ~  M9 @
    " |  c! y. p% U" t* }
    CS_HREDRAW、CS_VREDRAW是为了让窗口缩放时产生WM_PAINT消息,修正OpenGL视口和作图尺寸;由于OpenGL作图需要很多计算,设定CS_SAVEBITS是
    % q% f( k; F# U0 p; j0 B' L" }
    3 j+ p2 `" z3 f5 A6 L为了在OpenGL窗口被遮盖后显现出来时,不产生WM_PAINT消息,用内存存储的图象来填充,从而用空间消耗换取计算时间。+ D  W3 @$ G( k3 ~
    ! y9 W4 _1 a1 d, _) [3 C1 L
    ----7.本程序中没有对OpenGL函数的出错情况作出处理。OpenGL出错后返回错误码,不会抛出异常;而且在某一个函数出错以后,后继函数也一般
    8 V. Z9 _; ]# a9 ~. X( y$ Z% d
    ' C  [! E: n3 [# g- f不会出现异常,只是返回错误码,一不小心就可能忽略某些错误。而对每一个OpenGL函数都做出错与否的判断比较麻烦,所以编程序时对OpenGL的  ~: T) {5 k" L# s) F
    / P% I( ]) x# x- e! h0 a
    函数应当非常小心。& E/ e: \1 }) U

    ' ~5 A' C& D3 H- R  {1 k----参考书籍:5 n# \2 ^: x. t% c
    ! {6 q# [  D. b9 n9 O4 @5 H  J2 C
    ----《OpenGLProgrammer'sGuide》SGIinc.& u0 y! ^/ w/ x4 J0 s. Y
    & ?  H$ _$ w* f  j/ L
    ----《OpenGL三维图形程序设计》廖朵朵、张华军著,星球地图出版社. K& j  L! e, {5 _- N2 j3 {

    ; A* U+ b/ j' Y9 c4 l( A----《VisualC++5.0联机帮助》
    % C2 p* I7 b( @2 R+ \
    " j) [& }5 o9 }# Z' g----附程序:
    ( S6 J( m7 ?9 t. y1 V' \( h" ~0 j6 b$ T( ?* I& Z
    ----程序运行时必须确定OpenGL32.dll、glu.dll、glaux.dll在Windows的System目录下。如果找不到这些文件,可以从Windows95OSR2的机器上面1 Q* i1 O  x# ~3 h
    ) ?/ |8 X8 D2 f
    将这些文件拷贝过来即可。OpenGL运行不需要注册库信息。在VC的STUDIO中运行程序时,工程文件中必须加入OpenGL.H、glu.h、glaux.h以及
    6 T' Q6 H% d8 w
    $ \% g' E3 \4 c( v9 W+ r6 i. U7 W( ]OpenGL.lib、glu.lib、glaux.lib,这些文件由VC自带。' ?6 A( O, V+ P& y% r
    0 [" m5 M$ {1 o. {
    ----主窗口类定义(OpenGLWnd.h):
      B! e' H2 B- g  p0 L; P4 M# j! R4 B7 ]2 z# x6 ?) T' U
    s#if !defined(AFX_OPENGLWND_H__3FB1AB28_0E708 x+ T# l: z) `; Z! P
    _11D2_9ACA_48543300E17D__INCLUDED_)% I: H. n7 E' }1 }1 w5 [
    #define AFX_OPENGLWND_H__3FB1AB28_0E70_11D2
    ( ^+ T' i- _% W' {_9ACA_48543300E17D__INCLUDED_
    % T! r: `- \" V2 p! u  n7 I; m: j' o- D+ |  Q
    #if _MSC_VER &amp;= 1000! t& ]5 z* Y7 [9 @% S
    #pragma once
    ' P, N  \3 g, J#endif // _MSC_VER &amp;= 1000
    4 J( x: t! f  }6 F5 A( }" P6 O: ^. x& e
    #include &amp; afxwin.h &amp;3 {$ P4 O5 m0 @) D% u- j
    #include "SimpleGLApp.h"/ x; Q3 i/ Y+ Z' z
    #include "resource.h"# R/ w+ g$ u+ I0 E# X. g) R5 c
    // OpenGLWnd.h : header file
    + D  i) P! v3 R6 `2 P+ O) T2 u* P//
    % B6 d$ |' j$ u0 g1 w/ X! C///////////////////////////////////////2 V) C, _3 t5 h7 N  Y% w( g) H
    //////////////////////////////////////9 `/ [. l& q" m. Q  Y0 Y. X# ?
    // COpenGLWnd frame
    $ T9 I# |: F6 i# K7 r3 _  q) ~
    : ]* S$ ^! x0 c! n% B/ P8 uclass COpenGLWnd : public CFrameWnd/ F4 e5 k( U: N4 f9 r$ s' x
    {; ]7 q3 K2 i1 v) t8 U( d: w' @- L9 U5 `
    DECLARE_DYNCREATE(COpenGLWnd)/ C9 k$ z) H7 j  t/ J$ p- E
    public:
    " r  P, h( m  h1 H7 j' RCOpenGLWnd();&amp;&amp;1 U: W! X/ n& i. f0 V
    // protected constructor used by dynamic creation
    " S* r+ ?/ E- ~. d  sprotected:
    / G4 p8 v  [: [0 fHGLRC m_hrc;
      i  a7 ]+ h$ K- W6 Q& MCClientDC *m_pDC;
    3 G. q( B* }4 R// Attributes
    ) L$ h& [# Y- `  C, a$ spublic:$ E$ ]1 o- H2 h! s6 K
    ) k( b% n+ ?: e- C1 e: S' l
    // Operations* d* F7 b( z; s
    public:
    1 J; U4 s# j/ d# X! u. [- y$ J& Q
    1 a% M. U' n# Y2 v; c/ F4 w// Overrides
    ) q% Q9 U" {, \' h- ^. @// ClassWizard generated virtual function overrides; P7 c5 h9 p# z) U
    //{{AFX_VIRTUAL(COpenGLWnd)
      u, k2 Y; ]4 v; d$ S! B8 hprotected:
    " ?6 z& F- w+ ?virtual BOOL PreCreateWindow(CREATESTRUCT&amp; cs);
    7 H5 W; J: i! ]0 i- Z. v; j! k$ N//}}AFX_VIRTUAL* q, n& r8 _, w
      y" W7 i: b6 s$ O
    // Implementation  D: I6 d$ n4 M0 @9 C+ _% h
    public:
    . ]/ S0 }. j7 Ovirtual ~COpenGLWnd();2 Y" A6 J) u3 D) `, ~& }. u
    / A  O9 L5 r. G% W
    // Generated message map functions/ d/ S8 W# r$ k: ^
    //{{AFX_MSG(COpenGLWnd)- f  o: M$ U1 [5 L% t
    afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
    + L& b4 W* R4 q! G3 J) }$ ~afx_msg void OnSize(UINT nType, int cx, int cy);
    ! L& s4 s0 l1 j; Xafx_msg void OnDestroy();
    + T6 q6 A5 c- pafx_msg BOOL OnEraseBkgnd(CDC* pDC);7 X" p) u5 |9 p. J
    afx_msg void OnPaint();! v* Y0 v+ A4 S: r5 ~% h0 C
    //}}AFX_MSG. o8 N  D, k* {# L; q( P# @9 u4 H* s
    DECLARE_MESSAGE_MAP(), k7 a5 `! T: V9 }% N$ Q
    };, _4 P& h* |0 l1 P. j( s" j; y5 }
    . k& c, N  {" ~4 r- E
    ///////////////////////////////////////  s) x% Y0 Z& T8 U
    //////////////////////////////////////- |1 B* j, T$ k% K

    ! z$ e9 Z- N! r  u* r//{{AFX_INSERT_LOCATION}}
    3 h$ f8 D  I" F# v9 n// Microsoft Developer Studio will insert : y, y9 V( {/ F) ~( ]6 t
    additional declarations immediately before the previous line.
    ; C7 Y' c& ^2 S* a& M( W6 Z" B
    #endif // !defined(AFX_OPENGLWND_H__3FB1AB28_2 F0 e; H. N3 h) {
    0E70_11D2_9ACA_48543300E17D__INCLUDED_)
      C, D4 J) t1 \: @1 F主窗口类的实现(OpenGLWnd.cpp):6 C. Z* s1 Q3 _) W  f
    // OpenGLWnd.cpp : implementation file- [% K3 V# r' L$ k) c
    //# @/ ^" t+ {" n8 S' s1 v9 s
    + X9 E. ]3 k% C+ ^
    #include "stdafx.h"
    + [: A& W1 k: F! R: K#include "OpenGLWnd.h"- r; F$ I/ Y, ^- G; {
    #include "SimpleGLApp.h"6 t) c! S) @! Y- V
    #include "gl\glu.h"1 z3 O0 I0 s& ?1 b
    #include "gl\gl.h"
    ' h  h3 Q, [/ \1 k+ ?#include "gl\glaux.h"4 d) S0 R5 ]# l- h; ~
    % x0 ]* i6 C, j* X$ T2 X
    #ifdef _DEBUG
    - @! a7 X: R2 X3 U#define new DEBUG_NEW
      q7 H4 f1 M" u6 m% D#undef THIS_FILE6 T4 L( R) a7 a4 E2 g) ^
    static char THIS_FILE[] = __FILE__;
    8 Y% V4 h$ h  {) v0 t- x: \9 k#endif: p' Y4 P" n3 R

    " J0 _+ _. E' _///////////////////////////////////////
    ) o$ D  d" ]$ k9 C3 @; _1 K/////////////////////////////////////// q- T9 k/ L/ t  O
    // COpenGLWnd
    5 ^4 U7 h- g2 E
    5 z/ f; Y. D# {' O' E. BIMPLEMENT_DYNCREATE(COpenGLWnd, CFrameWnd)
    " g0 ?% M+ C8 T
    * s0 V: Z, C- O' S2 G* ]COpenGLWnd::COpenGLWnd(). U; B$ a6 H3 }* c
    {4 I2 h4 M9 c4 L5 @" U/ q$ r
    m_pDC = NULL;# v4 E+ q! Y8 K  ~
    m_hrc = 0;6 w  M. X& S( L! c8 a% O! H
    LoadFrame(IDR_MAINFRAME,WS_OVERLAPPEDWINDOW
    ! P; u2 _) r9 d' [, V5 ^0 r4 n/ {. || WS_CLIPCHILDREN | WS_CLIPSIBLINGS
    9 N6 B: i0 Y: `. T1 w' W3 ~4 _,NULL,NULL );: w7 o' Q3 U+ |
    }
    2 C6 k: I$ ?3 R' |2 r. \" H
    ) m! V7 R9 w# PCOpenGLWnd::~COpenGLWnd()2 G& l/ ?) t- o- b
    {
    , S4 I( P9 Y/ d' d3 \5 u; ?}
    ; t0 n/ R2 [4 u) _' B2 X" x7 g; Z. {4 z2 H/ i" G: @7 K# |

    8 f: J! j: R9 ?/ \: lBEGIN_MESSAGE_MAP(COpenGLWnd, CFrameWnd)( K/ U6 n( s: |( n9 j6 G
    //{{AFX_MSG_MAP(COpenGLWnd)
    3 i: K9 o" B6 K8 w$ t/ Z1 f4 vON_WM_CREATE()7 B3 W+ P, S, E8 X
    ON_WM_SIZE()3 j6 f& H$ J: P6 j0 ~* N! L
    ON_WM_DESTROY()
    . e% x+ C4 K- ]) Y3 S# z$ D+ QON_WM_ERASEBKGND()7 B$ _$ b8 w, ], K) W4 Q# z6 R% W" C
    ON_WM_PAINT()9 g. h6 W. x0 @* ~! ?
    //}}AFX_MSG_MAP
    : g8 s7 F# \1 L2 b5 e' uEND_MESSAGE_MAP()* d3 `$ E# f( P. n8 H) |" N, n0 T+ `  v
    : C& _6 b& x6 H! l
    1 F! N6 p0 J$ J: [

    / u" u; h8 J' L" q3 N3 \0 OBOOL COpenGLWnd:reCreateWindow(CREATESTRUCT&amp; cs)
    ; Y( B, s6 H: U  e% b4 G& r' n{
    ' P/ P1 a* }9 U+ h// TOD Add your specialized
    . o" v- w: k4 i; kcode here and/or call the base class* d( U+ h) m" ^0 R/ F- ^
    cs.lpszClass = AfxRegisterWndClass( CS_DBLCLKS |  X& d6 S- K* j' }
    CS_HREDRAW |; ~/ Z1 \5 H1 F2 ^! V8 q
    CS_VREDRAW |
    $ t7 V- l% O5 U3 g+ K# J/ dCS_SAVEBITS |
    8 `+ w' A) y6 xCS_NOCLOSE |2 Z) L% Y* _2 O% C5 b! P
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;CS_OWNDC6 b* ?/ E/ u7 l4 X$ n8 a/ q6 c; U
    ,AfxGetApp( )-
    0 C) a6 n8 H, f8 Y&amp; LoadStandardCursor(IDC_ARROW), 0 ,6 V4 L. t0 ~* N1 C; f% b
    AfxGetApp( )- &amp;LoadStandardIcon(IDI_APPLICATION));
    3 Y) ^3 K  e8 f  {2 U* _return CFrameWnd:reCreateWindow(cs);
    , I5 H. q% a/ F6 r+ o/ r8 T}
    " w+ s/ R0 M. P. Y. K9 I
    . P7 ]% F# U6 h$ X7 E! F0 f: ~
    1 D3 V7 v0 F# p' R! gint COpenGLWnd::OnCreate(LPCREATESTRUCT lpCreateStruct)
    5 \" H6 V  D6 ^. H{
      s0 {6 S- `2 J5 j8 ]6 `0 L4 zif (CFrameWnd::OnCreate(lpCreateStruct) == -1)
    & b( H1 e' E- {+ Kreturn -1;- Y2 ?- d5 k8 D: o7 i
    + }8 v/ ?( w; }" ^. y, N3 d& m
    &amp;&amp;&amp;&amp;int pixelformat;
    6 j5 Q; k8 [% S/ ~6 s3 o* m
    2 p* ^; d! |( D! I# d1 x' @&amp;&amp;&amp;&amp;m_pDC = new CClientDC(this);//在客户区作图
    , ~" h/ ]7 T; N0 S7 ]- iASSERT(m_pDC != NULL);
    , Y2 I# P( F. c! C8 x" X* V) V0 S; T2 h2 p( l# |7 t
    static PIXELFORMATDESCRIPTOR pfd =
      ~) E! X% c  ?. y; B" o4 p3 |; q{" b9 D* G# R' s" i- l  N9 u
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;sizeof(PIXELFORMATDESCRIPTOR),&amp;&amp;//固定值
    9 |+ x# R, _' `& v' j2 i6 X: [&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;1,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//固定值
    7 C& p& O+ v" V: P  C&amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_DRAW_TO_WINDOW |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support window1 C3 N3 {  p4 m1 F
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_SUPPORT_OPENGL |&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// support OpenGL0 K. K6 O% C( \; Y2 T( f
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_TYPE_RGBA,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// RGBA模式,不用调色板, r$ v# y- ?' c* @
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;16,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;//程序在16位色彩下运行
    0 e& Z8 F+ C7 P  f$ S5 K( r&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// color bits ignored) k4 K9 _& N6 a1 h- ~+ U
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no alpha buffer
    . ?; G+ _. ?3 ^, `&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// shift bit ignored. R: i4 ?1 y2 T; k
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no accumulation buffer2 p0 ^' [: y; D4 x2 k
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0, 0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// accum bits ignored2 D9 S+ L. `  c4 K) u8 l# W
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;32,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// 32-bit z-buffer
    ; [* t6 R% h6 b+ K! Z2 G6 l&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no stencil buffer8 x% p  W* ^5 O3 J& G. B8 j$ N" |* V
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// no auxiliary buffer# p) P+ ]/ Q# J2 w6 g1 j' K+ H- \
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&ampFD_MAIN_PLANE,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// main layer
    ! T) J6 t! z! e- u6 }&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0,&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// reserved
      I3 d* F; z$ w% B&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;0, 0, 0&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;// layer masks ignored
    * c" y" V8 H# y' i: c&amp;&amp;&amp;&amp;};
    * y# F( k1 {- D5 A7 `2 K# c: c7 w2 f# Q

    & |/ m* ]' ~- @+ I6 {* }if ( (pixelformat = ChoosePixelFormat5 ]  k  K  {0 j0 ~9 M
    (m_pDC- &amp;GetSafeHdc(), &amp;pfd)) == 0 )* @" S' d5 n, h3 x) v  n4 ~; Y
    &amp;&amp;&amp;&amp;{
      Q' d0 X+ f2 o& s; ~&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("在该DC上找不到与PFD接近的位图结构");
    $ v# `# v! \/ A8 s&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    # @+ O- V; O0 o, ]7 Z! Q&amp;&amp;&amp;&amp;}
    ( b' V# [4 z& w5 E$ s, [0 w1 n5 x
    : {" A  ~. n- h* u% O/ uif (SetPixelFormat(m_pDC- &amp;/ W3 [8 ?& ]: o% n/ s9 a/ ~
    GetSafeHdc(), pixelformat, &amp;pfd) == FALSE)
    4 {: T! v8 c7 s' N: ]6 _- G&amp;&amp;&amp;&amp;{. O: \; E+ y% [3 x
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;MessageBox("无法在该DC上设置位图结构");  D- t8 y9 J( h9 n7 T5 K
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;return -1;
    8 S. P* D' w# J( ^$ w* i: W. J0 S&amp;&amp;&amp;&amp;}
    4 j5 z- O. e) E/ ?# m. w# Z&amp;&amp;&amp;&amp;m_hrc = wglCreateContext(m_pDC- &amp;GetSafeHdc());
    $ }$ I8 [$ C  m: m, u&amp;&amp;&amp;&amp;wglMakeCurrent(m_pDC- &amp;GetSafeHdc(), m_hrc);9 g( t4 C8 S3 a- ?4 u) Y  p
    6 v# c9 H. n- X; y& C9 ~% f' b, }) U
    &amp;&amp;&amp;&amp;glClearDepth(1.0f);4 F5 N) k- {3 O5 x9 v4 |
    &amp;&amp;&amp;&amp;glEnable(GL_DEPTH_TEST);2 |$ D/ d+ z4 \3 ^% ~5 w# Q7 d
    ' \! p' m! }4 B) |% e8 N1 x

    ; ^# l& p. q; Z! C&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);1 X1 @8 r* P& T5 y1 a# ~( c1 I
    &amp;&amp;&amp;&amp;glLoadIdentity();
    $ R% A( ~: N) Y" T+ s1 H&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);! u6 t/ c" i; L  \5 x
    3 o3 V- O  V* G/ w3 _. I
    return 0;//OpenGL窗口构造成功
    - i3 Z( ?6 P) S9 e4 X}4 y0 ?% O( U. U! _7 a
    9 B9 v2 p- z. U1 k
    void COpenGLWnd::OnSize(UINT nType, int cx, int cy) 9 N4 |! Z2 h! g' O$ J3 O; E
    {
    3 J, E# l4 A8 Z+ Y6 tCFrameWnd::OnSize(nType, cx, cy);
    + i2 Z4 z- h) V; g$ y' S. A
    " j4 g  S8 c0 Q- a// TOD Add your message handler code here0 Q' B  i! b( D
    &amp;&amp;&amp;&amp;if(cy &amp; 0)7 Y8 Y1 Q) S8 d! v
    &amp;&amp;&amp;&amp;{&amp;&amp;&amp;&amp;5 h0 l! R1 P0 m1 d" z
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glViewport(0, 0, cx, cy);
    - t9 P; w) M& p4 l' g$ l. S7 l3 _&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_PROJECTION);% M/ {$ D0 H2 S
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glLoadIdentity();
    4 Y6 y* V% ?% L+ U- Tif (cx &amp; = cy): ^5 h! d9 i! t- |2 H2 t* ]
    &amp;&amp;&amp;&amp;glOrtho(-3.0,3.0,-3.0 * (Glfloat)cx/(Glfloat)cy,0 M  E/ w% o! E- z+ W# R1 P% S( L
    3.0 * (Glfloat)cx/(Glfloat)cy,-3.0,3.0);" c# Y% K& {  a1 W; Y% ^+ x
    else% ?" f  {" c- j
    glOrtho(-3.0,3.0,-3.0 * (Glfloat)cy/(Glfloat)cx,
    $ i8 j* c4 S* h& s# B% e; m3.0 * (Glfloat)cy/(Glfloat)cx,-3.0,3.0);
    7 {( F# _! U6 H$ i+ e  X&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glMatrixMode(GL_MODELVIEW);
    5 O. a' V4 \' Z4 F% T- @&amp;&amp;&amp;&amp;}
    " l) {: `( V  T; R}
    & W) u+ a* r+ M) h; Y7 {6 h6 B
    void COpenGLWnd::OnDestroy()
    , y7 W8 b3 U7 G3 `! W# @{' \8 w( ^) x9 \. z
    2 ~, Z1 h) `, p. e2 U
    CFrameWnd::OnDestroy();
    * @4 e2 H# \. e; R* Y/ `&amp;&amp;&amp;&amp;::wglMakeCurrent(NULL,&amp;&amp;NULL);  B4 ?! ]" F; K) t9 |. I
    &amp;&amp;&amp;&amp;if (m_hrc)
    9 s0 |% ^- _0 o* O! [) n- E&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;::wglDeleteContext(m_hrc);* m" H# j( B* E, @
    if (m_pDC)
    0 n) e$ |- ^4 V% b+ x! ~&amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;delete m_pDC;# y: j& `3 V0 V9 T  A8 b
    // TOD Add your message handler code here
    * b; n* J1 \5 I: I% S8 U}, h. s8 U- y2 p/ `( Q7 w$ E, g
    8 F2 z6 x! \/ _4 P! A$ @4 n% c$ q
    BOOL COpenGLWnd::OnEraseBkgnd(CDC* pDC)
    5 A8 A; u6 f8 e8 o2 f{
    / X4 p7 ~0 }, W0 Q% s// TOD Add your message! Q1 a! J6 V' L, s* T
    handler code here and/or call default/ D0 A5 c( T" J/ l
    return TRUE;
    & t' S% A7 m3 R9 E# x: t0 ?6 e# ]+ X//return CFrameWnd::OnEraseBkgnd(pDC);0 U2 h; O- x. A
    }! ^# ?8 Y9 ^' n# S: M
    ' j; S8 r( X: K. |
    void COpenGLWnd::OnPaint() & `1 |9 ^( j0 u
    {, q/ G* u+ `1 _4 \$ z0 x" K2 I
    CPaintDC dc(this); // device context for painting0 k; a6 V% n7 C

    & L5 b6 _5 ^1 z( J8 NGlfloat light_position[]={2.0f,0.0f,4.0f,0.0f};
    . U2 K2 n$ N, g
    # J3 u: A% H" _% ^0 y- B// TOD Add your message handler code here
    4 V/ t+ x! K2 |& y3 T( V
    0 U+ V5 U* H/ I6 Q/ F! n&amp;&amp;&amp;&amp;glClearColor(0.0f, 0.0f, 0.0f, 1.0f);; T5 n) f% Q& x/ I0 Q
    &amp;&amp;&amp;&amp;glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);( j1 a* N# _: ]$ m

    9 m7 A+ S' E" q  F&amp;&amp;&amp;&amp;glPushMatrix();
    5 J/ ^! v+ `9 K# |, Z: e) Q" x  g) G8 F+ V
    &amp;&amp;&amp;&amp;&amp;&amp;&amp;&amp;glTranslatef(0.0f, 0.0f, -2.0f);
    3 B' I* X& M, E5 x* E/ \glLightfv(GL_LIGHT0,GL_POSITION,light_position);
    ( G* B3 \7 \5 _1 KglEnable(GL_LIGHTING);
    ' H6 k: L8 N2 T; z* Z" S  H* dglEnable(GL_LIGHT0);: z6 w: D( B, ]- G
    glDepthFunc(GL_LESS);
    # D  b' C0 }$ {# z/ T& hglEnable(GL_DEPTH_TEST);  g* [  _) F3 x$ t; K, R
    auxSolidSphere(1.0);* r/ k$ f; {6 \. o* A

    # f, C" z4 {5 a" C&amp;&amp;&amp;&amp;glPopMatrix();
    ! S+ R: s4 |# s0 c; A* v
    * T" c8 v: D! k&amp;&amp;&amp;&amp;glFinish();
    0 r% q- t( D$ b2 s
    " Q( \  t6 d! j7 _// Do not call CFrameWnd::OnPaint() for painting messages0 q( V- E. r* ^+ p5 Y* o
    }* c. R8 n& ?5 M9 H0 }
    应用程序类的定义(SimpleGLApp.h):
    9 E! y+ R1 P) z" v# V#if !defined(AFX_SIMPLEGLAPP_H__3FB1AB29
    0 ^- W5 G' y5 y% w% `_0E70_11D2_9ACA_48543300E17D__INCLUDED_)' }( O  ?4 [3 h1 A' e. L
    #define AFX_SIMPLEGLAPP_H__3FB1AB29_0E70, w- I' |. z4 S( d. J2 R7 q
    _11D2_9ACA_48543300E17D__INCLUDED_
    5 l% Y9 m% V# V' k0 `4 Y0 S& U* Q0 C/ O3 |2 Q
    #if _MSC_VER &amp;= 1000
    7 I  z: g( q9 P# b9 h, ]) z#pragma once
    ! y/ D; X. C4 x3 S/ |#endif // _MSC_VER &amp;= 10006 J! H! E* ]7 W- j
    // SimpleGLApp.h : header file
    7 X& ]* g0 O3 H. t//+ e7 y. G# n. }; d; O' T
    #include &amp; afxwin.h &amp;* ]' `) S+ {) y+ H% c% G
    #include "OpenGLWnd.h"
    1 J; a- R1 `; j& @* k) t#include "resource.h"$ a, g3 l  s2 W
    " B( X- @0 q/ K
    ///////////////////////////////////////
    5 ?0 S1 h3 U% K8 ]//////////////////////////////////////
    . h& B. t* e1 L% {2 W// CSimpleGLApp thread
    $ G# W) K6 T, \) @3 [/ g3 ~
    # z. _% t5 y: ]" Rclass CSimpleGLApp : public CWinApp5 p8 F& W+ e4 }. S# v5 T
    {* Q! r9 |; O- c* }
    DECLARE_DYNCREATE(CSimpleGLApp)
    & C3 Z, F# E/ _) Npublic:
    ) Y3 _/ X+ r  O# O0 [5 OCSimpleGLApp();   X7 v* o+ \  [9 c+ a
    &amp;&amp;&amp;// protected constructor used by dynamic creation1 d$ x, l& c: r& @$ Y, g
    ( ?, D/ ?( M) o. N6 P
    // Attributes2 U, u& w" U8 h, I7 f  P
    public:& {" g8 b* w3 d" {/ l3 o

    ) H9 {* q. Q3 F# `5 h// Operations. F$ a- x7 }+ H. S- f* ]
    public:
    ; K$ W' n5 u" Z6 |5 E8 n! i' E" e& |5 {; x
    // Overrides$ `% Y$ a- Y$ s- x
    // ClassWizard generated virtual function overrides# q2 Z- Q* y! J9 F3 H
    //{{AFX_VIRTUAL(CSimpleGLApp)* o& n1 M) M5 [
    public:
    $ ]& c( k8 X' Y6 r$ pvirtual BOOL InitInstance();
    ( [6 g6 P$ c2 ?virtual int ExitInstance();
    - \9 u% R4 i% A9 }//}}AFX_VIRTUAL, s* N9 F0 \4 h- ~6 x. i

    . Z4 I  W7 c. S# K+ a0 C5 k5 c// Implementation
    " ?/ Q: a; b8 H7 U3 K2 bpublic:5 d% S+ s7 h/ T. d
    virtual ~CSimpleGLApp();
    # g1 x$ ~* I: m& W$ [* A$ Z9 h& ~2 p( o
    // Generated message map functions
    9 d' ?+ D, E0 X0 v- O//{{AFX_MSG(CSimpleGLApp)+ g- s; I' D7 o- D" c
    afx_msg void OnAppExit();
    - l/ e9 n* O4 V$ c//}}AFX_MSG
    $ Q: l" U* b1 I8 Z% k; V& P7 Q" d- W" X: d- e
    DECLARE_MESSAGE_MAP()
    : [, C# ~; B( \; \) q& ]};6 }' `. O+ ~  H4 k# }' t

    7 X. e' @+ e3 N( G3 L///////////////////////////////////////1 a* Y8 }" j, r1 v
    //////////////////////////////////////! J- D4 P: [/ u5 I8 N

    7 g. z/ `- W* u/ U//{{AFX_INSERT_LOCATION}}
    0 L$ U$ V4 v6 p( V4 C# [) ^// Microsoft Developer Studio will insert
    ( Y, e0 W$ \  p* \# E8 g! nadditional declarations ; V5 R% C% D; _# ^) A9 s+ k8 S% E
    immediately before the previous line.
    9 P) B# B- b9 y  ~8 y0 q3 X' W3 ~  ^: E
    #endif // !defined(AFX_SIMPLEGLAPP_H__3FB1AB29_
    % G' t. n1 \! J0E70_11D2_9ACA_48543300E17D__INCLUDED_)/ E1 a" C6 V& W( }
    应用程序类的实现(SimpleGLApp.cpp):& z! p8 k0 q) |8 S+ b' o
    // SimpleGLApp.cpp : implementation file5 z6 S& Z9 U1 W' ]8 s1 ?2 Z& d
    //" o* \2 ]7 Z8 R! {3 I
    3 G8 c; t: ]5 l7 L( O
    #include "stdafx.h"$ ]* r) Y7 c5 K$ o, I
    #include "SimpleGLApp.h"1 p: y7 i& p; n4 z) k4 c! d
    #include "OpenGLWnd.h"
    , {6 ^% |1 `3 N; A, k/ N/ N* c0 ?+ A
    #ifdef _DEBUG
    - Y* @% s1 v$ O' y" G. T- F: {#define new DEBUG_NEW
    2 G9 u% M% V, l- y) x#undef THIS_FILE
    + J' V4 S7 J' p: s, A4 q9 ~static char THIS_FILE[] = __FILE__;
    - i! x2 \+ _* ]+ V#endif( [# h" a4 l5 ~

    6 l! q3 R* \* k) ^  V1 }3 J///////////////////////////////////////- _  H. Q  L# ?8 @" f9 |. u; r* |
    //////////////////////////////////////
    % ?/ |2 N, l( i9 ~4 j' F// CSimpleGLApp) w! Q. v7 p5 m; s4 |4 P3 Y& z

    , s, Z+ q/ q4 ^4 WIMPLEMENT_DYNCREATE(CSimpleGLApp, CWinApp)$ e7 p3 x, b6 t- V3 p% j. a
    # l$ x" f/ k& F" _2 R& W% Y2 _
    CSimpleGLApp::CSimpleGLApp()8 y# c2 j% c  L$ x3 N
    {( T, v1 ]/ A; N3 B& B/ I
    }
    2 B" }0 |* {% d/ r+ M$ W) ]6 H. d7 ?3 ^* p
    CSimpleGLApp::~CSimpleGLApp()  f, K. M4 b& O) k" ]6 X, X% U
    {+ X5 v8 z7 ^% a% ]1 o' j
    }
    ) a& y$ ^! w% K/ g2 p0 W' Z
    # c8 {! D( L/ q7 ~, w5 fBOOL CSimpleGLApp::InitInstance()/ R, b. @; m2 m6 `& T# a8 l. p
    {
    3 I; [% C0 O3 e7 W3 o3 t// TOD&amp;&amp;perform and per-thread initialization here
    " p% `8 g9 D+ c0 C% R! a; K: y8 ^m_pMainWnd = new COpenGLWnd();* [  k) j; w) H0 L6 ~1 x
    m_pMainWnd- &amp;ShowWindow(m_nCmdShow);
    . ]& ~8 P. D/ o! e: Q& Km_pMainWnd- &amp;UpdateWindow();
    ( }7 t  ~1 w* l6 greturn TRUE;
    6 s" n# M7 c. M: e, B7 m0 P}
    * j% g7 {6 ~, y* f
    ( n; J% w- R) L/ R* x& ?int CSimpleGLApp::ExitInstance()
    3 a7 Y3 `% Y$ y$ L% ^/ f{1 B2 S: I6 R. A6 z* S
    return CWinApp::ExitInstance();1 G0 s0 k$ T; a+ I. A" y0 y
    }/ N; |; [0 d% _

    ) w. u1 N  G# v& V2 p) B$ xBEGIN_MESSAGE_MAP(CSimpleGLApp, CWinApp)0 |# o2 [5 Y# t" w4 c8 A! d% q/ P
    //{{AFX_MSG_MAP(CSimpleGLApp)
    5 U# N: d& i2 lON_COMMAND(ID_APP_EXIT, OnAppExit)3 Z4 L% f2 r) `1 Q" ]
    //}}AFX_MSG_MAP
    7 r7 u# U) l4 T' a$ aEND_MESSAGE_MAP()
    4 s7 w# u1 j* H. N  \0 P; T  O4 \4 y( N% R9 ^3 |
    ///////////////////////////////////////
    ; P% J) z! I# K6 B0 G/ X1 O6 |' ^//////////////////////////////////////5 M, k& [# Y- `- I2 f9 x
    // CSimpleGLApp message handlers
      [4 q! x9 W3 ?! y  A/ ?3 y/ dvoid CSimpleGLApp::OnAppExit() 5 j1 G1 z: N' t6 j5 B3 _
    {+ j, u. ]- {& G1 k& M9 W& r0 `
    // TOD Add your command handler code here
    : A' \9 e: U: `* @, ZCWinApp::OnAppExit();6 C5 O' C3 ?" F' i( }
    }6 ^! v/ Y0 |# J- @4 Q  ^; p9 s

    + x" f; [+ a) |2 @CSimpleGLApp SimpleGLApp;</P>
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